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	<title>Comments on: 35. OpenGL Tiling Engine</title>
	<atom:link href="http://www.swiftless.com/tutorials/opengl/tiling.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/opengl/tiling.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-2256</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sun, 11 Sep 2011 12:21:01 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-2256</guid>
		<description>Hi John,

There is no default image format as such. If you use a library to handle image loading, you can use anything. I am using a RAW file format which is just RGB values with no other information.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi John,</p>
<p>There is no default image format as such. If you use a library to handle image loading, you can use anything. I am using a RAW file format which is just RGB values with no other information.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: john</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-2193</link>
		<dc:creator>john</dc:creator>
		<pubDate>Wed, 31 Aug 2011 19:55:45 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-2193</guid>
		<description>hi, i tried loading a standard jpg file but it&#039;s rendered incorrectly, doesnt even resemble the image itself just random colours.

what&#039;s the default supported image format?</description>
		<content:encoded><![CDATA[<p>hi, i tried loading a standard jpg file but it&#8217;s rendered incorrectly, doesnt even resemble the image itself just random colours.</p>
<p>what&#8217;s the default supported image format?</p>
]]></content:encoded>
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	<item>
		<title>By: jjack</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-939</link>
		<dc:creator>jjack</dc:creator>
		<pubDate>Mon, 30 Aug 2010 02:30:54 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-939</guid>
		<description>After looking for a solution for this poor performance I found out that if you check the currently bound textures and if it is already bound then just skipping the binding it actually gives a huge speed boost.</description>
		<content:encoded><![CDATA[<p>After looking for a solution for this poor performance I found out that if you check the currently bound textures and if it is already bound then just skipping the binding it actually gives a huge speed boost.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-837</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 08 Jul 2010 04:46:14 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-837</guid>
		<description>Yes, I mean don&#039;t draw them.

In the loop, before you draw, you can do the check as to whether or not you need to draw.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Yes, I mean don&#8217;t draw them.</p>
<p>In the loop, before you draw, you can do the check as to whether or not you need to draw.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jjack</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-836</link>
		<dc:creator>Jjack</dc:creator>
		<pubDate>Thu, 08 Jul 2010 03:05:59 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-836</guid>
		<description>when you mean cull them do you mean not draw them because doesn&#039;t the whole thing just go through a loop</description>
		<content:encoded><![CDATA[<p>when you mean cull them do you mean not draw them because doesn&#8217;t the whole thing just go through a loop</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-835</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 08 Jul 2010 02:24:11 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-835</guid>
		<description>Hey Jjack,

GL_CULL culls back-facing polygons, so it won&#039;t take care of removing objects out side of the field of view.

If you have a set field of view, then you could do a hack and work out the distance between tiles and the centre of the screen, and cull them if they are too far away. However the correct way is to do a bounding box collision check against the view frustrum.

Vertex Buffer Objects can be set once and then drawn whenever you want them, the advantage being that they are stored on the graphics card and not system memory, so they are so much faster than regular rendering. You can alternatively set the VBO to be update-able if you need to make changes to it at any stage.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hey Jjack,</p>
<p>GL_CULL culls back-facing polygons, so it won&#8217;t take care of removing objects out side of the field of view.</p>
<p>If you have a set field of view, then you could do a hack and work out the distance between tiles and the centre of the screen, and cull them if they are too far away. However the correct way is to do a bounding box collision check against the view frustrum.</p>
<p>Vertex Buffer Objects can be set once and then drawn whenever you want them, the advantage being that they are stored on the graphics card and not system memory, so they are so much faster than regular rendering. You can alternatively set the VBO to be update-able if you need to make changes to it at any stage.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
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	<item>
		<title>By: Jjack</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-834</link>
		<dc:creator>Jjack</dc:creator>
		<pubDate>Thu, 08 Jul 2010 02:19:30 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-834</guid>
		<description>Will the simple glEnable(GL_CULL); work or will you have to do some fancy algorithms and with vertex buffer objects do you have to update them each frame or can you just set them once and then they will not get overwritten? 

Thanks</description>
		<content:encoded><![CDATA[<p>Will the simple glEnable(GL_CULL); work or will you have to do some fancy algorithms and with vertex buffer objects do you have to update them each frame or can you just set them once and then they will not get overwritten? </p>
<p>Thanks</p>
]]></content:encoded>
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	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-833</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 08 Jul 2010 01:55:53 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-833</guid>
		<description>Hi jjack,

The number of frames per second if you use this straight out, is going to be fairly poor for a large number of tiles. I am not doing any culling to test if a tile is visible or not, which means every tile is going to be drawn, even if it isn&#039;t in the window. 

Another reason it would be so slow, is this is using OpenGL&#039;s Immediate Mode, to speed it up even more so, you could store the tiles in Vertex Buffer Objects.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi jjack,</p>
<p>The number of frames per second if you use this straight out, is going to be fairly poor for a large number of tiles. I am not doing any culling to test if a tile is visible or not, which means every tile is going to be drawn, even if it isn&#8217;t in the window. </p>
<p>Another reason it would be so slow, is this is using OpenGL&#8217;s Immediate Mode, to speed it up even more so, you could store the tiles in Vertex Buffer Objects.</p>
<p>Cheers,<br />
Swiftless</p>
]]></content:encoded>
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	<item>
		<title>By: jjack</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-832</link>
		<dc:creator>jjack</dc:creator>
		<pubDate>Wed, 07 Jul 2010 22:39:27 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-832</guid>
		<description>Thanks for the tutorial I have been looking all over the internet for one and this seems the most recent. Well I would like to ask why the FPS is so low I am getting about &lt;10 frames per second when scrolling.</description>
		<content:encoded><![CDATA[<p>Thanks for the tutorial I have been looking all over the internet for one and this seems the most recent. Well I would like to ask why the FPS is so low I am getting about &lt;10 frames per second when scrolling.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lola Allen</title>
		<link>http://www.swiftless.com/tutorials/opengl/tiling.html/comment-page-1#comment-828</link>
		<dc:creator>Lola Allen</dc:creator>
		<pubDate>Sat, 03 Jul 2010 20:08:29 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=216#comment-828</guid>
		<description>i played the original SimCity in the 90&#039;s and until now i still play the latest version of SimCity*`:</description>
		<content:encoded><![CDATA[<p>i played the original SimCity in the 90&#8242;s and until now i still play the latest version of SimCity*`:</p>
]]></content:encoded>
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